expected losses: none, but maybe 1 berserker depending on boost/luck Round 2: injured berserkers finish off injured fast units from attacking them, trebuchets kill the heavy if it's in range or focus on the lights if you can do everything you need outside it (don't let the heavy hit the berserkers). Round 1: berserkers setup a barrier to prevent the fasts from being able to reach a region you'll use for the artillery - if this is not possible, restart. I'm being interrupted for a meeting shortly, so I'll post this now, and put up my own thoughts later, but feel free to go ahead and comment. How do you expect the battle to go, and what are the expected losses? What if you have limited special troops?ģ. What do you take if you can take any HMA/no age troops (i.e. HMA: Fast, Heavy, 2 Light, Ranged, Artilleryġ. I'm going to present troops as their Age and Type, so HMA Light instead of Berserker. For now, I've chosen the final battle of GE level 2 in HMA. Going forward, if people want to suggest scenarios, whether set pieces or not, awesome. Consideration of terrain, and whether to burn an attempt retreating from bad terrain. I think this will be more useful to people learning combat than just "use a loadout of X, Y, and Z troops".ģ. I'm hoping to get people to share not just what they would use, but why, and what went into their decision. Having a Traz or not will influence choice of troops. There is an overarching goal, that being to "do GE." For me, this means I want to come out of the battle with minimal damage and losses, because the troops then need to go on to the next battle.Ģ. This means that whatever ideas are discussed here can be tried out in game (albeit with different terrain).ġ. The two-wave battles in GE are set pieces, the opposing forces don't change from week to week. For awhile now, I've been mulling over doing a series of posts about combat, and today I decided to post up the first one.
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